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翻訳の問題を報告
As an (admiteddly not as efficient) alternative, would something like this be worth considering?
As was mentioned in the thread about the classic board:
http://steamcommunity.com/app/595520/discussions/0/1700541698686123119/?ctp=15#c1700541698698988284
Basically a mod manager attached to the decompiler rather than an injector. Has the drawbacks of manually unpacking/repacking, but at least people could then pick and choose mods in a more user-friendly manner. :)
late edit: So I kinda did a thing. ;)
http://steamcommunity.com/sharedfiles/filedetails/?id=1292258951
edit 2: and boom!:
<link removed, outdated... see edit 4>
I've made a significant dent in the byte values there. There seems to be some missing licences e.g. a fair few of the techniks and the gambit slot (the blank hole in the middle of the screenshot above is a demo of a blank space). I will have another look over the *.bin files to see how this is handled. My initial guess? Some entries have {val}02 (off) and {val}03 (on) to allow for some double up.
edit 3: I was wrong before about one thing (though I am sort of correct now!)... I don't think there is a default on/off state; instead, the {byte}00 and {byte}01 refers to sets. That would explain the missing licences! :P
Going to update the byte value tables to reflect the second set {val}01 now. The above is the first set, {val}00.
edit 4: .... aaand, here's the definitive list of every single licence (inlcuding the ones I previously missed). All 361 of them.
https://pastebin.com/SxP9tPKQ
Massive thanks to Vaan who was also going through licences (the more painful way) last night; their work means the unknown Esper licences are now known. And I also want to thank them for expressing doubt about the purpose of the second byte (where I had initially assumed default on/off values) as without this I may not have thought to try using 01 as the second byte value to find the missing licences.
There's still currently no easy way to throw together a nice custom board, but at least all of the values are known now. :)
So will their be a possibility of a mod menu to switch between different boards before starting up the game? We will need one for the Original, IZJS and the ZA to choose from. And a fourth option to choose custom board(s). In the future we'll need rebalancing for the entire game (with either the original and IZJS) if we want to play it like the earlier versions. Also can their be a possibility of removing the Zodiac wheel screen if we play with the original board? Probably also need the tutorial for the License board from the original also.
Man Shout out to you and Vaan for all yall Hard Work Man Seriously Good Job!
An in-game menu? Likely not. That's beyond my skillset, anyways. :')
Although if someone wants to take on a mod-manager projects (utilising something like and vbf-unpacker and vbf-packer as a backend on top of JSON/YAML/whatever for mod management) that'd be a great step forward. Again, I wouldn't know how to go about that (I am a tinkerer first and foremost, never had any experience programming).
It will be very easy to adapt the boards to effectively give that option, though. IZJS boards? Just a case of replacing the bytes 68 01 with FF FF from each board's *.bin file to remove the second job node. (Although HP lores may have been nerfed, so they will need substituting as appropriate). Even the classic board is mostly there and would just require a few tweaks to get the new equipment on there.
You probably should hook up with a programmer after all that you figured out so far, hate to see your progress in figuring this out go to waste!
Perhaps. The call is open, anyway. :P
And if needs be, I can just throw together a DIY tutorial. Though a mod manager would be nice so that if other discover viable ways to mod the game it can be done in a more user-friendly manner. :)
It looks like the classic board lacks the new licenses for Zodiac-exclusive equipment. If people are able to modify the License Board, maybe it would be a good idea to place the new licenses into the board? It could be an option for a mod installer.
1. A choice between IZJS-style "single jobs only," which disables the Second Board license.
2. Classic Board with added licenses.
3. Vanilla Classic Board.
Just food for thought!
I don't know to whom you are referring.
Also, it's not a save editor that's needed... It's an automagic file management thingy with conflict detection that's required.
As mentioned in one of my previous posts, easy enough done. :)
We now have all of the byte values, so it's just a case of replacing them with FF FF to remove nodes (like second job), or replacing FF FF with the appropriate byte values to add nodes. And the board *.bin files are very logical -- 8 bytes of header, then the rest is pairs of bytes defining each node in order, from left to right and top to bottom.
http://steamcommunity.com/groups/ff-modding
Edit - Whoops, looks like you were a few steps ahead of me. I see ya there!
While I'm here, I have a suggestion for what to do with the invisible weapons. You could make them look and sound like the weakest versions of their kind, as sort of a tongue-in-cheek joke!
So Great Trango would look/sound like the Broadsword, Seitengrat would look/sound like the Shortbow, and Gendarme would look/sound like the Leather Shield. (Eugh, on second thought, the Leather Shield looks terrible. Maybe make an exception here, and Gendarme could look/sound like the Buckler.)
After unpacking the *.vbf file, yes. (And repacking after you're done). Well, the classic-classic board doesn't even need that: it's just a case of deleting board_1.bin to board_12.bin and then making 12 copies of licence_board.bin (named using the files just deleted). The problem with the classic-classic board is it's missing some TZA-exclusive licences... So that would require a hex editor to add them in at the moment, yes.